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Carlo Camporesi
  • 5200 N. Lake Rd.
    Merced, CA 95343

Carlo Camporesi

Il successo della filosofia Open Source è in crescita anche in un settore, come quello dell'"archeologia virtuale", intrinsecamente legato a filiere di elaborazione che passano attraverso diversi software, non... more
Il successo della filosofia Open Source è in crescita anche in un settore, come quello dell'"archeologia virtuale", intrinsecamente legato a filiere di elaborazione che passano attraverso diversi software, non necessariamente concepiti per dialogare fra loro o concepiti per scopi diversi. Dal punto di vista dell'elaborazione del dato invece risulta essenziale l'uso di formati di scambio non proprietari e di librerie
OpenSource philosophy has reached to unexpected goals. The diffusion of OpenSource tools is increased quite a lot, but also the quality of the tools is improving. Their usability is slowing going even towards communities not exactly... more
OpenSource philosophy has reached to unexpected goals. The diffusion of OpenSource tools is increased quite a lot, but also the quality of the tools is improving. Their usability is slowing going even towards communities not exactly skilled in advanced programming. Open movement is penetrated in many sectors, often subverting, thank to its social impact, the traditional rules of companies and research institutions, pulling down sometimes hierarchies and pushing on innovative ideas because of their validity and values. [...]
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degree stereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). This interactive display system... more
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degree stereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). This interactive display system allows for fully embodied, omni spatial, omni directional and 3D visualization. Rhizome of the Western Han represents a process of archaeological re-contextualization, bringing together remote sensing data from the two tombs
Author(s): Camporesi, Carlo | Advisor(s): Kallmann, Marcelo | Abstract: Virtual humans have great potential to become as effective as human trainers in monitored, feedback-based, virtual environments for training and learning. Thanks to... more
Author(s): Camporesi, Carlo | Advisor(s): Kallmann, Marcelo | Abstract: Virtual humans have great potential to become as effective as human trainers in monitored, feedback-based, virtual environments for training and learning. Thanks to recent advances on motion capture devices and stereoscopic consumer displays, animated virtual characters can now realistically interact with users in a variety of applications. Interactive virtual humans are in particular suitable for training systems where human-oriented motion skills or human-conveyed information are key to the learning material. This dissertation addresses the challenge of designing such training systems with the approach of motion modeling by direct demonstration and relying on immersive motion capture interfaces. In this way, experts in a training subject can directly demonstrate the needed motions in an intuitive way, until achieving the desired results.An immersive full-scale motion modeling interface is proposed for enabling...
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D... more
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degreestereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). Thisinteractive display system... more
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degreestereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). Thisinteractive display system allows for fully embodied, omnispatial, omnidirectional and 3D visualization. Rhizome of the Western Han represents a process of archaeological re-contextualization, bringing togetherremote sensing data from the two tombs (M27 & M1) with laser scans of funerary objects, in a spatial context. The study of Han Dynasties (206 BC-220 AD) imperial tombs has always been an important field of Chinese archaeology. However, only a few tombs of the Western Han Dynasty have been scientifically surveyed and reconstructed. The prototype builds an interactive narrative based on spatial dynamics and cultural aesthetics that are embedded in the archaeological remains ...
Nota all'edizione. Il layout di impaginazionee opera dei curatori;e realizzato in linguaggio LaTeX e si basa sul modello degli Atti dei precedenti Workshop Open Source, Free Software e Open Format nei processi di ricerca archeologica... more
Nota all'edizione. Il layout di impaginazionee opera dei curatori;e realizzato in linguaggio LaTeX e si basa sul modello degli Atti dei precedenti Workshop Open Source, Free Software e Open Format nei processi di ricerca archeologica tenutisi a Grosseto nel 2006 ea Genova nel 2007 (quest'ultimo ancora in corso di stampa). Tutti gli interventi orali ed i posters del workshop sono stati pubblicati, tranne quelli di M. Landa, M. Lorenzini e L. Sanna, F. Morando.
The impact of digital technologies is going to cause a drastic change both in the working process and in theoretical and epistemological settings of archaeological science and cultural heritage management, forcing everybody to rethink the... more
The impact of digital technologies is going to cause a drastic change both in the working process and in theoretical and epistemological settings of archaeological science and cultural heritage management, forcing everybody to rethink the traditional ways of information validation and diffusion.
L. Caloria,, C. Camporesi c, S. Pescarin b, M. Forte b, A. Guidazzoli aa CINECA via Magnanelli 6/3, Casalecchio di Reno–BO, Italy-([l. calori],[a. guidazzoli]@ cineca. it) b CNR ITABC (Institute of Technologies Applied to Cultural... more
L. Caloria,, C. Camporesi c, S. Pescarin b, M. Forte b, A. Guidazzoli aa CINECA via Magnanelli 6/3, Casalecchio di Reno–BO, Italy-([l. calori],[a. guidazzoli]@ cineca. it) b CNR ITABC (Institute of Technologies Applied to Cultural Heritage), via Salaria km 29,300, 00016 Monterotondo St.(Rome), Italy ([maurizio. forte],[sofia. pescarin]@ itabc. cnr. it, www. itabc. cnr. it/VHLab) c University of Bologna, Dept. Computer Science, Bologna-Italy (carlo. camporesi@ gmail. com) KEY WORDS: visualization issues for large and complex sites: ...
How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the... more
How does our landscape looks like in the past? How was the original aspect of that monument or archaeological site, that today appears so ruined and also so immersed in our crowded built cities? How was its original relation with the surrounding natural environment and also with other sites? How was monument function and how was it used by ancient men?
This article investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and... more
This article investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This article provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manip...
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degree stereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). This interactive display system... more
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degree stereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). This interactive display system allows for fully embodied, omni spatial, omni directional and 3D visualization. Rhizome of the Western Han represents a process of archaeological re-contextualization, bringing together remote sensing data from the two tombs
This paper investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and... more
This paper investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This paper provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects.
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D... more
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field), can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D... more
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field), can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.
We present a new software framework for the development of immersive collaborative virtual reality applications with emphasis on full-body interaction with virtual humans. The framework is designed to be scalable and adaptable to... more
We present a new software framework for the development of immersive collaborative virtual reality applications with emphasis on full-body interaction with virtual humans. The framework is designed to be scalable and adaptable to different hardware configurations, using either commodity or more expensive hardware setups.
High level programming abstractions handle object replication and communication channels for configurations based on multiple rendering nodes. The system provides tools for full-body character
animation, real-time full-body tracking and retargeting to virtual
humans, including motion reconstruction from a small set of sensors. Such capabilities allow new full-body interaction metaphors to be developed in fixed or user-perspective stereo visualization.
The framework is scalable, customizable, cross-platform and it is
only based on tools with source code available.
We present new solutions based on Virtual Reality technologies for improving the delivery of physical therapy and rehabilitation. Three main aspects are addressed: 1) the ability to allow therapists to create new exercises and therapy... more
We present new solutions based on Virtual Reality technologies for improving the delivery of physical therapy and rehabilitation. Three main aspects are addressed: 1) the ability to allow therapists to create new exercises and therapy programs intuitively by direct demonstration, 2) automatic therapy delivery and monitoring with the use of an autonomous virtual tutor that can monitor and quantitatively assess the motions performed by the patient, and 3) networked collaborative remote therapy sessions via connected applications displaying the motions of both the therapist and the patient.
We also provide 3D assessment tools for monitoring changes in
the range of motion, and for allowing the visualization of a number
of properties during or after the execution of exercises. The presented system has been implemented for a low-cost hardware solution based on Kinect and for a high-end immersive virtual reality facility.
We present new interface tools for the interactive motion modeling and construction of parameterized motion databases for virtual agents. The tools provide different forms of visual exploration of database coverage, providing an intuitive... more
We present new interface tools for the interactive motion modeling and construction of parameterized motion databases for virtual agents. The tools provide different forms of visual exploration of database coverage, providing an intuitive way to model and refine motions by direct demonstration.
While interactive virtual humans are becoming widely used in education, training and therapeutic applications, building animations which are both realistic and parameterized in respect to a given scenario remains a complex and... more
While interactive virtual humans are becoming widely used in education, training and therapeutic applications, building animations which are both realistic and parameterized in respect to a given scenario remains a complex and time-consuming task. In order to improve this situation, we propose a framework based on the direct demonstration and parameterization of motions. The presented approach addresses three important aspects of the problem in an integrated fashion: (1) our framework relies on an interactive real-time motion capture interface that empowers non-skilled animators with the ability to model realistic upper-body actions and gestures by direct demonstration; (2) our interface also accounts for the interactive definition of clustered example motions, in order to well represent the variations of interest for a given motion being modeled; and (3) we also present an inverse blending optimization technique which solves the problem of precisely parameterizing a cluster of example motions in respect to arbitrary spatial constraints. The optimization is efficiently solved on-line, allowing autonomous virtual humans to precisely perform learned actions and gestures in respect to arbitrarily given targets. Our proposed framework has been implemented in an immersive multi-tile stereo visualization system, achieving a powerful and intuitive interface for programming generic parameterized motions by demonstration...
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D... more
Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field), can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degreestereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). Thisinteractive display system... more
This paper investigates the integration of archaeological laser scan data inside the world’s first 360-degreestereoscopic virtual environment (Advanced Visualization and Interaction Environment - AVIE). Thisinteractive display system allows for fully embodied, omnispatial, omnidirectional and 3D visualization. Rhizome of the Western Han represents a process of archaeological re-contextualization, bringing togetherremote sensing data from the two tombs (M27 & M1) with laser scans of funerary objects, in a spatial context. The study of Han Dynasties (206 BC-220 AD) imperial tombs has always been an important field of Chinese archaeology. However, only a few tombs of the Western Han Dynasty have been scientifically surveyed and reconstructed. The prototype builds an interactive narrative based on spatial dynamics and cultural aesthetics that are embedded in the archaeological remains ...
The goal of VirtualRome project (www. virtualrome. it) is to provide a web-based infrastructure for distribution, collection, annotation and sharing over the web of 3D interactive content such as actual and reconstructed landscape.... more
The goal of VirtualRome project (www. virtualrome. it) is to provide a web-based
infrastructure for distribution, collection, annotation and sharing over the web of 3D
interactive content such as actual and reconstructed landscape. For this project we have
developed a framework for the integration of 3D realtime application within web browsers;
the full functionality is currently available only for Windows Firefox, limited versions are
available for Firefox Linux and Explorer. We present a completely FOSS approach to the...
The Virtual Rome Project, commissioned by Seat Yellow Pages and the Italian Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d... more
The Virtual Rome Project, commissioned by Seat Yellow Pages and the Italian Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of archaeological ...
The impact of digital technologies is going to cause a drastic change both in the working process and in theoretical and epistemological settings of archaeological science and cultural heritage management, forcing everybody to rethink the... more
The impact of digital technologies is going to cause a drastic change both in the working process and in theoretical and epistemological settings of archaeological science and cultural heritage management, forcing everybody to rethink the traditional ways of information validation and diffusion.
The Virtual Rome Project, commissioned by Seat Yellow Pages and the Italian Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d... more
The Virtual Rome Project, commissioned by Seat Yellow Pages and the Italian Chamber of Commerce, has developed a VR webGIS application, with front-end and back-end on line solutions, for the interpretation, reconstruction and 3d exploration of archaeological and potential past landscapes of Rome. The purpose is the creation of a three-dimensional open source environment, embedded in a web-browser. The web application has two components: a front end that let the final user interactively explore the reconstructed space and a back end (still in development) that helps researchers to consistently build up the data structures needed to the complex activity of landscape reconstruction. At present the archaeological and ancient landscape of Rome has been reconstructed with variable resolution and accuracy (generally w 10-100 Mt, selected areas near via Flaminia, via Appia and Imperial Fora, with a resolution of 20 cm) ...
The paper will focus on a novel desktop and web-based VR system based on OpenSource tools. The system lets a user to navigate in large territories, in real time and through the Web. It allows a dynamical interaction with geographical data... more
The paper will focus on a novel desktop and web-based VR system based on OpenSource tools. The system lets a user to navigate in large territories, in real time and through the Web. It allows a dynamical interaction with geographical data and 3d models, adding points of view or personal paths, activating or deactivating thematic layers that can be viewed directly on the terrain. In this way it’s quite easy to share data and information (at research level) and also to better understand the landscape (at user level).
The system realised is based on two open projects: OpenSceneGraph library and Virtual Terrain Project. They were used in combination, modifying or producing new parts of their code and adding plug-ins, in order to create a tool useful to reconstruct complex landscapes, starting from GIS data ...
The paper will discuss the problematic approach of ancient landscape reconstruction, stressing the importance of data and information sharing through the web. Thanks to new possibilities offered by Open Source approach and, in specific,... more
The paper will discuss the problematic approach of ancient landscape reconstruction, stressing the importance of data and information sharing through the web.
Thanks to new possibilities offered by Open Source approach and, in specific, by some tools, such as Virtual Terrain and OpenSceneGraph, it's now possible to construct a web-
based shared system, allowing users and experts to interact dynamically with complex landscapes and large territories, in 3d and in real time. Might this methodology, presented ...
The OpenSource approach offers today new possibilities in the field of Cultural Heritage. New 3D tools are now available and particularly useful for real time and 3D reconstruction of archaeological landscape. The processing of... more
The OpenSource approach offers today new possibilities in the field of Cultural Heritage. New 3D tools are now available and particularly useful for real time and 3D reconstruction of archaeological landscape. The processing of geographical data, GIS and Remote Sense data can be completely maintained even in the creation of Virtual Reality Applications. The paper describes the application (desktop and web) of tools such as OpenSceneGraph and Virtual Terrain in the case of the Archaeological Park of Appia Antica (ancient via Appia, Rome - Italy)...